Initializing entities vs having a constructor parameter

Posted by Vee on Game Development See other posts from Game Development or by Vee
Published on 2012-05-14T10:09:06Z Indexed on 2012/09/11 21:50 UTC
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I'm working on a turn-based tile-based puzzle game, and to create new entities, I use this code:

Field.CreateEntity(10, 5, Factory.Player());

This creates a new Player at [10; 5]. I'm using a factory-like class to create entities via composition.

This is what the CreateEntity method looks like:

public void CreateEntity(int mX, int mY, Entity mEntity)
{
    mEntity.Field = this;
    TileManager.AddEntity(mEntity, true);
    GetTile(mX, mY).AddEntity(mEntity);
    mEntity.Initialize();
    InvokeOnEntityCreated(mEntity);
}

Since many of the components (and also logic) of the entities require to know what the tile they're in is, or what the field they belong to is, I need to have mEntity.Initialize(); to know when the entity knows its own field and tile.

The Initialize(); method contains a call to an event handler, so that I can do stuff like this in the factory class:

 result.OnInitialize += () => result.AddTags(TDLibConstants.GroundWalkableTag, TDLibConstants.TrapdoorTag);
 result.OnInitialize += () => result.AddComponents(new RenderComponent(), new ElementComponent(), new DirectionComponent());

This works so far, but it is not elegant and it's very open to bugs. I'm also using the same idea with components: they have a parameterless constructor, and when you call the AddComponent(mComponent); method in an entity, it is the entity's job to set the component's entity to itself.

The alternative would be having a Field, int, int parameters in the factory class, to do stuff like:

new Entity(Field, 10, 5);

But I also don't like the fact that I have to create new entities like this. I would prefer creating entities via the Field object itself.

How can I make entity/component creation more elegant and less prone to bugs?

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